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MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder

Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach...

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Autores principales: Baghaei, Nilufar, Hach, Sylvia, Liang, Hai-Ning, Brucker, Marvin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6694287/
https://www.ncbi.nlm.nih.gov/pubmed/31440495
http://dx.doi.org/10.3389/fpubh.2019.00220
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author Baghaei, Nilufar
Hach, Sylvia
Liang, Hai-Ning
Brucker, Marvin
author_facet Baghaei, Nilufar
Hach, Sylvia
Liang, Hai-Ning
Brucker, Marvin
author_sort Baghaei, Nilufar
collection PubMed
description Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. According to New Zealand Mental Health Foundation, one in five will experience a serious mood disorder, including depression, at some time in their life. Games for Health including those supporting mental health have recently gained a lot of attention. However, game interface preferences for users with a history of mental health conditions have not been systematically studied, making it difficult to determine what game features may attract and further engage users affected by mental health conditions. We present MoodJumper, a prototype Android mobile game, which enables players to jump to the top of the level by steering the avatar from platform to platform, gradually gaining height and collecting coins on the way up. We conducted a preliminary study (n = 25), in which participants were able to modify different settings of the game (background color, dark/light, character movement, gender, and music), while their gaming behavior was tracked. The results show that regardless of self-reported history of mood disorder, the majority of participants prefer the dark and colored layout setting and there were no differences in gaming variables including session duration and high scores. This represents a first indication that history of mood disorder does not affect user preferences for game interface settings. It will be important to follow up with data on users currently affected by low mood. Systematic study of game interface preferences in users with mood disorder constitutes a vital step in being able to harness the potential power of games for supporting mental health.
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spelling pubmed-66942872019-08-22 MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder Baghaei, Nilufar Hach, Sylvia Liang, Hai-Ning Brucker, Marvin Front Public Health Public Health Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. According to New Zealand Mental Health Foundation, one in five will experience a serious mood disorder, including depression, at some time in their life. Games for Health including those supporting mental health have recently gained a lot of attention. However, game interface preferences for users with a history of mental health conditions have not been systematically studied, making it difficult to determine what game features may attract and further engage users affected by mental health conditions. We present MoodJumper, a prototype Android mobile game, which enables players to jump to the top of the level by steering the avatar from platform to platform, gradually gaining height and collecting coins on the way up. We conducted a preliminary study (n = 25), in which participants were able to modify different settings of the game (background color, dark/light, character movement, gender, and music), while their gaming behavior was tracked. The results show that regardless of self-reported history of mood disorder, the majority of participants prefer the dark and colored layout setting and there were no differences in gaming variables including session duration and high scores. This represents a first indication that history of mood disorder does not affect user preferences for game interface settings. It will be important to follow up with data on users currently affected by low mood. Systematic study of game interface preferences in users with mood disorder constitutes a vital step in being able to harness the potential power of games for supporting mental health. Frontiers Media S.A. 2019-08-08 /pmc/articles/PMC6694287/ /pubmed/31440495 http://dx.doi.org/10.3389/fpubh.2019.00220 Text en Copyright © 2019 Baghaei, Hach, Liang and Brucker. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Public Health
Baghaei, Nilufar
Hach, Sylvia
Liang, Hai-Ning
Brucker, Marvin
MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_full MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_fullStr MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_full_unstemmed MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_short MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_sort moodjumper: an exploration of game interface preferences in users with/out mood disorder
topic Public Health
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6694287/
https://www.ncbi.nlm.nih.gov/pubmed/31440495
http://dx.doi.org/10.3389/fpubh.2019.00220
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